Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by Eilinenne the stone troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 14:17
Killed by multi-hued crystal at level 11 on the 23rd Dusk 122nd year of Ascendancy at 11:16
Killed by Taumido the thalore at level 12 on the 34th Dusk 122nd year of Ascendancy at 08:16
Killed by Jerimaed at level 12 on the 34th Dusk 122nd year of Ascendancy at 23:10
Killed by Jerimaed at level 12 on the 34th Dusk 122nd year of Ascendancy at 23:15

0 / 5

Primary Stats

Strength

36 (base 27)

Dexterity

32 (base 21)

Constitution

28 (base 21)

Magic

22 (base 15)

Willpower

16 (base 10)

Cunning

20 (base 11)

Resources

Life

374/374

Positive

82/83

Stamina

158/158

Vim

152/152

Healing Factor

1.4363636363636

Regeneration

5.5299999999998

Speed

Mental

0%

Attack

0%

Movement

-66.666666666667%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

3

Infravision

1

See Invisible

9

Offense: Mainhand

Damage

50

Accuracy

39

Crit Chance

23%

APR

6

Speed

1.00

Offense: Spell

Spellpower

29

Crit Chance

4%

Speed

1

Offense: Mind

Mindpower

19

Crit Chance

4%

Speed

1

Offense: Damage Bonus

Blight

+6%

Acid

+4%

Fire

+3%

Arcane

+6%

Offense: Damage Penetration

Fire

+5%

Defense: Base

Armour (hardiness)

30.08934837382 (81.030927835052%)

Defense

20

Ranged Defense

24

Fatigue

27

Physical Save

22

Spell Save

16

Mental Save

12

Defense: Resistances

Nature

+ 23%( 70%)

Fire

+ 15%( 70%)

Blight

+ 31%( 70%)

Physical

+ 5%( 70%)

Cold

+ 23%( 70%)

All

+ 4%( 70%)

Defense: Immunities

Instadeath Resistance

100%

Knockback Resistance

15%

Inscriptions (4/4)

Runes

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15.
Its effects scale with your Dexterity stat.

Class Talents

Corruption / Torture

1.30

Effective talent level: 6.5Use mode: PassiveCooldown: 6Description: The power of the Fearscape infuses your weapon: Your melee attacks will deal 21.28 fire damage, spread over 3 turns.
Additionally, every time you attack, there is a 25% chance of releasing a burst of powerful fire that will deal 84.15 fire damage to all enemies in radius 2 over 3 turns.
If this talent is not on cooldown, the burst of fire will instead be radius 5, and stun all targets in addition to burning them.
For the purposes of applying the stun, you have 25 bonus spellpower.
The damage will increase with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 15.2Vim cost: 20Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hits the target with your weapon doing 80% weapon damage. If the attack hits, the target is afflicted with Fiery Torment for 5 turns, reducing their fire resistance by 0%.
When Fiery Torment ends the victim will take 3 fire damage. This damage will increase by 0% of all damage taken while under torment.
The damage dealt by the effect will increase with spellpower.
Demons under fiery torment will be burned by the flames of the Fearscape.

Fiery Torment

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 20Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Your strikes are imbued with a vile power that extends your victim's suffering. When hitting in melee, you have a (0%) chance to extend the length of all negative effects and reduce the length of all positive effects on the target by 0 turn(s).
This can only trigger on any particular target once every 6 turns.

Effective talent level: 1.3Use mode: ActivatedVim cost: 12Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Turn into a wraith, allowing you to walk through walls (but not preventing suffocation) for 5 turns.
Also increases your defense and armour by 6 and 6, respectively.
If you are still in a wall when the effect ends you will randomly teleport.

Wraithform

1/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 15Range: 6Cooldown: 8Travel Speed: 400% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 5.56 fire damage and 5.40 darkness damage in a radius of 0.
The damage will increase with your Spellpower.

Darkfire

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 90Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form, you gain 1% fire resistance, 1% darkness resistance, and your global speed is increased by 0%.
The flames of the Fearscape will heal you while in demon form.
The resistances and heal will increase with your Spellpower.

Flame of Urh'Rok

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 5Drains vim: 5Range: 5Cooldown: 60Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Summon a part of the Fearscape to intersect with the current level.
Your target and yourself are taken to the Fearscape, trapped there until you end the spell or until your target dies.
While inside, a constant aura of flames will burn both of you (and heal demons) for 5.67 fire damage.
When the spell ends, only you and the target (if still alive) are taken back to your home plane; all summons are left in the Fearscape. Objects will be moved as well.
This spell has no effect if cast when already inside the Fearscape.
This powerful spell drains 5 vim per turn, ending when it reaches 0; the amount drained increases by one each turn.
The damage will increase with your Spellpower.

Fearscape

0/5

Corruption / Heart of Fire

1.20

Effective talent level: 0.0Use mode: PassiveCooldown: 5Description: Whenever you kill a burning enemy, you will instantly deal a melee attack against a random adjacant enemy at 43% power.
Additionally, Incinerating Blows will always trigger on this attack (or your next attack), dealing 103% of its normal damage to all enemies hit and stunning, ignoring the cooldown.
This can only trigger once every 5 turns.

Burning Sacrifice

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Draw in the raging fires and envelop yourself in them. Remove all burns from enemies in a radius of 5 around you, and create a shield lasting 2 turns with a power of 16, increased by 15% for each burn removed.
When the shield ends, it releases a burst of fire in a radius of 1 around you, burning all enemies for 3 turns, doing damage equal to the initial power of the shield.

Fiery Aegis

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your connection to fire nourishes you. Whenever you strike an enemy in melee, you inflict a burning curse upon them. As long as they continue to burn, you gain 0.14 health and 0.08 vim per turn.
Each turn they remain within 10 spaces of you, all enemies with cursed flames will spread it to other burning enemies in radius 1, causing you to heal for the same amount for each enemy, as well as dealing 3 fire damage on spreading.

Devouring Flames

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Restore yourself to full health, but take damage equal to the damage healed over 2 turns. This damage is split evenly among you and all burning enemies in radius 0. Damage you take is irresistable. Damage to enemies is fire damage.

Blazing Rebirth

0/5

Corruption / Brutality

1.30

Effective talent level: 6.5Use mode: ActivatedStamina cost: 25.4Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hits the target twice, doing 139% weapon damage each hit. You gain life equal to 24% of the damage dealt, and you gain 25 vim for each attack that hits.

Draining Assault

5/5

Effective talent level: 1.3Use mode: ActivatedStamina cost: 19.1Vim cost: 30Range: 4Cooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Send out a claw of fire, striking in a line doing 6.35 damage leading to a target. The target is caught in the claw's grasp, taking 102% weapon damage as fire damage and becoming unable to move for 3 turns, while also taking 6.35 damage per turn.
Starting from talent level 4, it will also silence.
The beam damage and damage over time will increase with your Spellpower.

Fiery Grasp

1/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 55.9Vim cost: 18Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hits the target doing 100% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower.

Reckless Strike

0/5

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 35Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You revel in the heat of battle. Whenever an enemy damages you within melee range, you have a 3% chance to counter with an attack for 40% weapon damage.
You get once chance to deal this damage to a particular target each turn.

Share the Pain

0/5

Technique / Combat techniques

1.10

Effective talent level: 3.3Use mode: ActivatedStamina cost: 27.9Range: 8Cooldown: 25Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Effective talent level: 0.0Use mode: PassiveDescription: You revel in the death of your foes, regaining 0.0 stamina with each death you cause.

Unending Frenzy

0/5

Generic Talents

Cunning / Survival

1.10

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 5%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Corruption / Oppression

1.20

Effective talent level: 0.0Use mode: SustainedSustain vim cost: 20Range: melee/personalTravel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Your successful melee hits apply a stacking effect that decreases damage done by 0%.
You can have up to 8 stacks per target and further attacks refresh the duration, but any turn you are farther than 0 spaces from the victim the fear will wear off quickly.
At level 3 it also slows by 0.00% per stack.
At level 5 you can horrify enemies in a radius of 0.
This talent ignores saves and immunities.

Horrifying Blows

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 20Range: 7Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Amplifies the power of your fear on the target by 1% per stack and sets its duration to 10. The amplified fear spreads to all enemies in a radius of 0.

Mass Hysteria

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 40Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You consume the fear of enemies in radius 10, healing for 0 life and gaining 2.3% of a turn for each stack up to a max of 4.0 turns.

Fearfeast

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 80Range: 5Cooldown: 60Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You crush the spirit of a target with at least 8 fear stacks, consuming all stacks and making it unable to act for 0 turns.
This talent ignores saves and immunities.

Effective talent level: 2.6Use mode: ActivatedVim cost: 16Range: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Use your stored vim to supercharge your body, recovering 27% of your maximum stamina (42) and 26% of your maximum life (98).
Additionally, you will be able to survive your HP going under 0, down to -91 HP, for the next 8 turns.
This does not take a turn. These values will increase with your Spellpower.

Effective talent level: 1.3Use mode: SustainedSustain vim cost: 15Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Surround yourself with a defensive aura, increasing armor by 4, and inflicting 5.99 fire and 6.16 blight damage to all attacking foes.
Additionally, your vim will enhance your defences, reducing all damage by 5% of your current vim (currently 8), but never reducing by more than half of the original damage. This will cost vim equal to 5% of the damage blocked.
The damage will scale with your Spellpower.

Abyssal Shield

1/5

Corruption / Hexes

1.10

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target, dazing it and everything in a 2 radius ball around it for 3 turns, and giving 3% chance to daze affected targets again each turn for 20 turns.
The chance will increase with your Spellpower.

Pacification Hex

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target and everything within a radius 2 ball around it for 20 turns. Each time an affected target uses a resource (stamina, mana, vim, ...), it takes 3.09 fire damage.
In addition, the cooldown of any talent used while so hexed is increased by 0% + 1 turn.
The damage will increase with your Spellpower.

Burning Hex

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target and everything within a radius 2 ball around it. Each time they do damage, they take 0% of the same damage for 20 turns.
The damage will increase with your Spellpower.

Empathic Hex

0/5

Effective talent level: 0.0Use mode: ActivatedVim cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Hexes your target, forcing it to be your thrall for 0 turns.
If you damage the target, it will be freed from the hex.

Effective talent level: 3.9Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 11, Armour hardiness by 51%, and reduces the chance melee or ranged attacks critically hit you by 14% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 1.3Use mode: PassiveDescription: Increases Physical Power by 13, and increases weapon damage by 25% when using swords, axes or maces.

Weapons Mastery

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

detrimental effect

There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.

Zero Gravity

Quests

You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal.

You are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly.

As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you.

* You have destroyed the controlling crystal. The demons can no track you down anymore.* You have destroyed the Planar Controller. Flee now!

Ashes in the Wind

done

You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire.
As a reward you improved talent Healing Light (+1 level(s)).

Escort: lost anorithil (level 3 of Trollmire)

done

You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul.
As a reward you improved talent Chant of Fortress (+1 level(s)).

Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!* You must explore the Maze and find out what lurks there and what treasures are to be gained!* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Possessed.

Of trolls and damp caves

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.'

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

linen cloak 'Unreharahir' (1 def, 0 armour)

Light source

Planar Beacon
Powered by arcane forces1.00 Encumbrance.

[Unique]
Type: lite / lite

When wielded/worn:
Light radius: +3It can be used to activate talent Fearscape Shift (costing 25 power out of 6/25) :Effective talent level: 2.2Power cost: 25 out of 6/25.Range: 5Travel Speed: instantaneousIs: a spellDescription: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 79.72 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 79.72 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.

A strange orb of demonic origins. It glows with a surreal red light.

Planar Beacon

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 170 damage for 4 turns.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

shielding rune of the wizard (absorb 170 for 4 turns)

This item will automatically be transmogrified when you leave the level.mighty elm longbow of true flight
Requires:- Dexterity 11- Talent Shoot

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

Prox's Lucky Halfling Foot

Crystal Focus
Powered by arcane forces0.00 Encumbrance.

[Unique]
Type: gem / multi-hued ; tier 2

When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight(The created item can be activated to recover the Focus.)Latent Damage Type: ArcaneIt can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1.

This crystal radiates the power of the Spellblaze itself.

Crystal Focus

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.